Orosaki wrote:Ryan-Drakel wrote:Vore Night+ had SO MUCH POTENTIAL....
but sadly the creator has disappeared... Nobody knows what happened, and frankly, it's depressing.
I can't even play the game anymore. TT.TT; My comp is "incompatible" with it and it just won't play properly. Crashed a lot.
I could probably still play it if i had the game. I'll see about downloading itand cracking it open.
Just downloaded it and the game still works on my comp At least thats one thing windows 10 got right.
I can still play it to(the text is just barely readable).
Orosaki wrote:Turbotowns wrote:I would DEFINITELY love to see Vore Night revived, I've got some experience with RPGMaker VX Ace, but I don't know how to script yet. And I have NO experience with a managed project like what your proposing. I'll do what I can. But know that I'm a MEGANOOB and will likely need some handholding for the coordination, but things like making maps, plot(already imagined how I think the story would go after the demo ends a little), and the ins and out of the engine(like setting up variables and some mechanics, I can do.
Meanwhile the most important mechanic is, of course, the vore; And I should mention I asked the original vore night creator if I could use the vore script used in vore night(to try to create my own spiritual successor with VX Ace, and they already gave me the go ahead, Though I have no idea how to GET the script from the games code, or replicate it manually). Meanwhile there are two other games that use vore similarly to vore night: Discordia's Tale, and the Aspects of Swallow; Both of which are made in VX Ace(and leave their project files in the download, so I could easily rip the script from one of those... If I could find it...).
We may end up using mv but mv is not that different from ace aside from the generator and the fact it already uses battler sprites. so you should be fine can you see if you can't get help from the guy who made the original mechanics. If shadowblaze is the guy who made vore night he was on ekas last month.
Whether ace or mv is used is dependent on how easy to implement the changes and implement the mechanics is will definitely go for the easier one, though i'd prefer to use ace since it has internal tiles whereas mv does not.
However that may not be necessary if we get the rpg maker 2003 engine it's available in english ins team right now. In which case it may just be better to use rm2k3. although someone would have to pay for it first. We could possibly extract the vore mechanic from that game and gets someone who knows what they're doing to replicate similar functionality in the other engines. rpg2k3 is quite different from current rpg makers
If we used MV, I would need to buy that to help. And aside from extracting the code, I recommend trying it with a more recent maker. they just look cleaner and more up to date.